veloren/client/src/bin/swarm/main.rs
2023-09-21 22:59:50 -04:00

310 lines
8.8 KiB
Rust

use clap::Parser;
use common::{
comp,
terrain::{CoordinateConversions, TerrainChunkSize},
vol::RectVolSize,
};
use hashbrown::HashSet;
use std::{
sync::{
atomic::{AtomicU32, Ordering},
Arc,
},
thread,
time::{Duration, SystemTime},
};
use tokio::runtime::Runtime;
use vek::*;
use veloren_client::{addr::ConnectionArgs, Client};
const CHUNK_SIZE: f32 = TerrainChunkSize::RECT_SIZE.x as f32;
#[derive(Clone, Copy, Parser)]
struct Opt {
/// Number of clients to spin up
#[arg(value_name = "CLIENT_COUNT")]
size: u32,
/// View distance of each client
#[arg(value_name = "VIEW_DISTANCE")]
vd: u32,
/// Distribution of the clients, if not clustered they are dispersed
#[arg(short, long)]
clustered: bool,
/// Whether the clients should move
#[arg(short, long)]
movement: bool,
}
fn main() {
let opt = Opt::parse();
// Start logging
let _guards = common_frontend::init_stdout(None);
// Run clients and stuff
//
// NOTE: "swarm0" is assumed to be an admin already
//
// Since this requires a no-auth server use this command to add swarm0 as an
// admin:
//
// --no-auth admin add swarm0 Admin
//
let admin_username = "swarm0".to_owned();
let usernames = (1..opt.size)
.map(|i| format!("swarm{}", i))
.collect::<Vec<_>>();
let to_adminify = usernames.clone();
let finished_init = Arc::new(AtomicU32::new(0));
let runtime = Arc::new(Runtime::new().unwrap());
// TODO: calculate and log the required chunks per second to maintain the
// selected scenario with full vd loaded
run_client_new_thread(
admin_username,
0,
to_adminify,
&runtime,
opt,
&finished_init,
);
usernames.into_iter().enumerate().for_each(|(index, name)| {
run_client_new_thread(
name,
index as u32,
Vec::new(),
&runtime,
opt,
&finished_init,
);
});
std::thread::park();
}
fn run_client_new_thread(
username: String,
index: u32,
to_adminify: Vec<String>,
runtime: &Arc<Runtime>,
opt: Opt,
finished_init: &Arc<AtomicU32>,
) {
let runtime = Arc::clone(runtime);
let finished_init = Arc::clone(finished_init);
thread::spawn(move || {
if let Err(err) = run_client(username, index, to_adminify, runtime, opt, finished_init) {
tracing::error!("swarm member {} exited with an error: {:?}", index, err);
}
});
}
fn run_client(
username: String,
index: u32,
to_adminify: Vec<String>,
runtime: Arc<Runtime>,
opt: Opt,
finished_init: Arc<AtomicU32>,
) -> Result<(), veloren_client::Error> {
let mut client = loop {
// Connect to localhost
let addr = ConnectionArgs::Tcp {
prefer_ipv6: false,
hostname: "localhost".into(),
};
let runtime_clone = Arc::clone(&runtime);
// NOTE: use a no-auth server
match runtime.block_on(Client::new(
addr,
runtime_clone,
&mut None,
&username,
"",
|_| false,
)) {
Err(e) => tracing::warn!(?e, "Client {} disconnected", index),
Ok(client) => break client,
}
};
let mut clock = common::clock::Clock::new(Duration::from_secs_f32(1.0 / 30.0));
let mut tick = |client: &mut Client| -> Result<(), veloren_client::Error> {
clock.tick();
client.tick_network(clock.dt())?;
Ok(())
};
// Wait for character list to load
client.load_character_list();
while client.character_list().loading {
tick(&mut client)?;
}
// Create character if none exist
if client.character_list().characters.is_empty() {
client.create_character(
username.clone(),
Some("common.items.weapons.sword.starter".into()),
None,
body(),
None,
);
client.load_character_list();
while client.character_list().loading || client.character_list().characters.is_empty() {
tick(&mut client)?;
}
}
// Select the first character
client.request_character(
client
.character_list()
.characters
.first()
.expect("Just created new character if non were listed!!!")
.character
.id
.expect("Why is this an option?"),
common::ViewDistances {
terrain: opt.vd,
entity: opt.vd,
},
);
// If this is the admin client then adminify the other swarm members
if !to_adminify.is_empty() {
// Wait for other clients to connect
loop {
tick(&mut client)?;
// NOTE: it's expected that each swarm member will have a unique alias
let players = client.players().collect::<HashSet<&str>>();
if to_adminify
.iter()
.all(|name| players.contains(&name.as_str()))
{
break;
}
}
// Assert that we are a moderator (assumes we are an admin if so)
assert!(
client.is_moderator(),
"The user needs to ensure \"{}\" is registered as an admin on the server",
username
);
// Send commands to adminify others
to_adminify.iter().for_each(|name| {
client.send_command("adminify".into(), vec![name.into(), "admin".into()])
});
}
// Wait for moderator
while !client.is_moderator() {
tick(&mut client)?;
}
finished_init.fetch_add(1, Ordering::Relaxed);
// Wait for initialization of all other swarm clients to finish
while !finished_init.load(Ordering::Relaxed) == opt.size {
tick(&mut client)?;
}
// Use this check so this is only printed once
if !to_adminify.is_empty() {
println!("Initialization of all clients finished!");
}
// Main loop
let world_center = client.world_data().chunk_size().as_::<f32>().cpos_to_wpos() / 2.0;
loop {
// TODO: doesn't seem to produce an error when server is shutdown (process keeps
// running)
tick(&mut client)?;
let entity = client.entity();
// Move or stay still depending on specified options
// TODO: make sure server cheat protections aren't triggering
let pos = comp::Pos(position(index, opt) + world_center);
let vel = comp::Vel(Default::default());
client
.state_mut()
.write_component_ignore_entity_dead(entity, pos);
client
.state_mut()
.write_component_ignore_entity_dead(entity, vel);
}
}
// Use client index, opts, and current system time to determine position
fn position(index: u32, opt: Opt) -> Vec3<f32> {
let width = (opt.size as f32).sqrt().round() as u32;
let spacing = if opt.clustered {
5.0
} else {
use common::region::REGION_SIZE;
// Attempt to make regions subscribed to by each client not overlapping
opt.vd as f32 * 2.0 * CHUNK_SIZE + 2.0 * REGION_SIZE as f32
};
// Offset to center the grid of clients
let offset = Vec2::new(
width as f32 * spacing / 2.0,
(opt.size / width) as f32 / 2.0,
);
// Position clients in a grid
let base_pos = Vec2::new(
(index % width) as f32 * spacing,
(index / width) as f32 * spacing,
) - offset;
let movement_offset: Vec2<_> = if opt.movement {
// blocks per second
const SPEED: f32 = 9.0; // typical super fast veloren walking speed
// move in a square route
// in blocks
let route_side_length = CHUNK_SIZE * opt.vd as f32 * 3.0;
let route_length = route_side_length * 4.0;
// in secs
let route_time = route_length / SPEED;
let route_progress = (SystemTime::UNIX_EPOCH.elapsed().unwrap().as_secs_f64()
% route_time as f64) as f32
/ route_time;
// clockwise square
(match route_progress * 4.0 {
// going up left side
t if t < 1.0 => Vec2::new(0.0, 0.0 + t),
// going across top side
t if t < 2.0 => Vec2::new(0.0 + (t - 1.0), 1.0),
// going down right side
t if t < 3.0 => Vec2::new(1.0, 1.0 - (t - 2.0)),
// going across bottom
t => Vec2::new(1.0 - (t - 3.0), 0.0),
}) * route_side_length
} else {
Vec2::zero()
};
Vec3::from(base_pos + movement_offset)
}
fn body() -> comp::Body {
comp::body::humanoid::Body {
species: comp::body::humanoid::Species::Human,
body_type: comp::body::humanoid::BodyType::Male,
hair_style: 0,
beard: 0,
eyes: 0,
accessory: 0,
hair_color: 0,
skin: 0,
eye_color: 0,
}
.into()
}